Abstract

Three-dimensional immersive spaces such as those provided by virtual worlds, give unparalleled opportunities for learners to practically engage with simulated authenticsettings that may be too expensive or too dangerous to experience in the real world. The potential afforded by these environments is severely constrained by the use of a keyboard and mouse moving in two dimensions. While most technologies have evolved rapidly in the early 21stcentury, the mouse and keyboard as standard navigation and interaction tools have not. However, talented teams from a range of disciplines are on serious quests to address this limitation. Their Holy Grail is to develop ways to interact with 3D immersive spaces using more natural human movements with haptic feedback. Applications would include the training of surgeons and musical conductors, training elite sports people and even physical rehabilitation. This paper reports on the cutting-edge technology projects that look most likely to provide a solution for this complex problem, including the Wiimote and the Microsoft’s Project Natal.